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Everything posted by Mbesailor
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plus the timer will stop, but also we noticed it will say 30mins remaining, once i unlock the crate is says 10mins remaining but counting down. not sure if that helps. I looked in the config file and dont see anything for either 10mins or 600secs unless thats just part of the event itself after you open the locked crate.
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just got the radtown, placed on my test server, and we noticed where the clock just stops and we get this error. NullReferenceException: Object reference not set to an instance of an object at BaseEntity.GetRpcTargetNetworkGroup (RpcTarget& target) [0x00008] in <863b8d7ccbed46e59f3aaaa52fa75203>:0 at BaseEntity.ClientRPC (RpcTarget target) [0x00016] in <863b8d7ccbed46e59f3aaaa52fa75203>:0 at BaseCombatEntity.SetJustAttacked () [0x00016] in <863b8d7ccbed46e59f3aaaa52fa75203>:0 at TimedExplosive.DoStick (UnityEngine.Vector3 position, UnityEngine.Vector3 normal, BaseEntity ent, UnityEngine.Collider collider) [0x000ab] in <863b8d7ccbed46e59f3aaaa52fa75203>:0 at Oxide.Plugins.RadtownEvent+AttackDrone.SetupC4 () [0x000b9] in <8ef12dc5bfd14e559c1c07e554798cae>:0 at Oxide.Plugins.RadtownEvent+AttackDrone.ServerInit () [0x0008d] in <8ef12dc5bfd14e559c1c07e554798cae>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseNetworkable.Spawn_Patch2(BaseNetworkable) at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseEntity.Spawn_Patch0(BaseEntity) at Drone.Spawn () [0x00000] in <863b8d7ccbed46e59f3aaaa52fa75203>:0 at Oxide.Plugins.RadtownEvent+EventZone.SpawnDrone (Oxide.Plugins.RadtownEvent+IDroneConfig config) [0x0008f] in <8ef12dc5bfd14e559c1c07e554798cae>:0 at Oxide.Plugins.RadtownEvent+EventZone+<MainCoro>d__34.MoveNext () [0x00085] in <8ef12dc5bfd14e559c1c07e554798cae>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <90c589ebc24b486c9e5903521dacec9d>:0
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Mornin all, got to say after downloading this on my new up and coming server. Reading through post on discussions to make sure I had everything set. Its working GREAT. LIke someone else mentioned in here, I thought all my plugins was updated but found at least 14 that wasnt. Was skeptical they actually needed update but went and verified. Yep, they was out dated. No no longer going to each web page, looking for the update, having several plugins that each one checked only one site and to have multiple webhooks. Thank you, makes me life much easier now. now if only could refill my beer glass.
- 285 comments
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- #updates checker
- #plugin
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- 53 comments
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- #updates
- #steenamaroo
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just wondering, ever thought about adding other monuments with neon signs, the wife wanted this plugin badley when she saw the pic of the pink neon running down in your picture. Also, i noticed that when i do a "stop" then "start" on server, it says your plugin is loaded. but i alway have to do a oxide reload after the server comes up for it to find the gas stations. then the neon signs show up
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hey all, sorry, i tried everything i could for the Message ID, and still not working. i put a test message in my discord, did a copy of that, used a message id from a previous message and still says cant find. Yes i have the developers mode turned on. Any other suggestions. yes, i verified the discord webhook. too. [UpdateChecker] Failed to find the message with the specified ID in the config, please check it and try again.
- 53 comments
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- #updates
- #steenamaroo
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I think on my end, i may have been the cause, when i changed the time allocated to be open, i think it still got stuck at the previous amount that it send to rust. so when i did a restart this morning with the new hotfix, the system would not change over to the new time since since it was set in rust via the config file to be one thing. So rust and deepsea was battling on what the actuall time of being open was going to be. Just a theory.
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Morning, not sure if you noticed. but after this 3rd rust hotfix this morning, deepsea options was keeping my cpu at 250 pecent, i deleted the .cs file, restart and still same thing since it was still using the amount of time for deepsea to be open. soon as i used the command to close the deepsea via console then it went away. trying to see if its just rust or the deep sea options itself.
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Just curious, is it normal for the deepsea timer to now say 2760:14:30 for 2760 hrs, 14mins. I noticed yesterday is started with 2777:0:0 Not sure but do you think my config might be not right on set up. { "Control - Schedule (plugin manages open/close mode and timers)": true, "Control - Content (plugin sets island/ghost ship/RHIB spawn settings)": true, "Control - Travel Rules (plugin changes what can pass through the portal)": true, "Control - Building (plugin enforces allow/deny building while in deep sea)": true, "Force apply change on plugin reload? (closes + reopens deep sea to apply spawn changes immediately. Recommend manual close/open instead.)": false, "Schedule": { "Mode (Vanilla | AlwaysOpen | Disabled)": "AlwaysOpen", "Open Time Seconds (vanilla wipeDuration)": 9999999.0, "Cooldown Seconds (time until next opening after closing)": 5400.0, "Final Phase Seconds (used for end weather/ramp)": 1800.0, "Radiation Warning Phase Seconds (entry blocked when time left is below this)": 300.0, "AlwaysOpen - Keep Time Left Around Seconds": 10800.0, "AlwaysOpen - Refill When Below Seconds": 600.0, "Disabled - Push Next Opening To Seconds": 9999999.0, "Set DeepSea Enabled Flag (restart may be required)": true, "DeepSea Enabled": true },
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As i read across the board here many are either liking the change, hating the change, or somewhere in between. Long before Loot Manager arrived there was always other methods to set your loot up. Some took hours of time to set up each file. Others may have used just mins to set up items all this based on what you really wanted to set up to minimize time spent of so many files. When the new major update came along, at first I didn't like having Lootmanager as a required plugin but I worked with it. As time went I found using the GUI was a great help. As time went from after many reviews appeared again which resulted in another update which in-turend allowed us a choice of using Lootmanager. i find this outstanding for myself. With this update it also allowed the abiltiy not to load in all the betternpc data files but just what I needed. I also noticed after this new round of update on NpcSpawn my cpu usage was able to come down to a managable level. Where as before my CPU was out of control to the point I actually turned off NpcSpawn and BetterNpc until a fix was found. Now my Npc's so far are running great. I can now change loot, clothing, etc at a moments notice. Still dealing with the scale damage that is not really up to par just yet but I know that is still being worked on and tweaked by Kpuc. But overall, this saves me time as a server owner expecially when you run several servers either be a PVP or PVE. My opinion this is still a great option to have on all events, some, or just to have a monuments expecially for PVE servers.
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Morning, just a question, on the config file. "Disable vanilla auto events?": false, "Allowed list of vanilla events": [ "event_f15e" the section where it says Disable vanilla auto events, i have set to false, however, if i just want the vanilla brad to come in auto, do I place that in the allowed list while i have the vanilla events set to false.
- 309 comments
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- #eventmanager
- #manager
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Morning, not sure you know of this, I was trying to figure this one out. [Error] Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.6' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x00020] in <09ebc2e2334442e58b34442c364726b9>:0 at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <09ebc2e2334442e58b34442c364726b9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 NVM wrong place.
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- 6 comments
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- #admin
- #restrictions
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Evening, just got home from work. The only thing it has in the data file, now mind you many many many data files. one for each biome, one for each monument, several for undergroung, etc. This is what it says: "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": For example, I have a data file called Arctic.json, in there are two types of NPC's (now some data files may only have one, or many in that one file). Now in this case, the name of the Npc's are Pollar Bear Man and Rabbit Man. If you want i can send you one of my .json files so you can take a look.
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